Hey all. I am looking at developing a rules lite system based largely on The Window by Scott Lininger.
The changes I am planning will convert the system to a high rolls = better outcomes type of dice rolling, removal of the d30 die and development of a character point and thoroughly developed skill system. The idea is that character design will be the most complex and involved aspect of the system, but the game rules for determining success or failure in combat, skills use, etc. will be extremely quick, easy and fluid.
I plan to include a range of skills for gathering food and water, weapons and basic components for building other things as well as survival skills, traits, advantages and disadvantages, etc. The character points will work similarly to GURPS or Twilight 2013 in that you start with a pool of points to build your character with. You spend points for things that are advantageous and earn points for things that are disadvantageous.
Right now, I am looking for advise from people familiar with the post-apocalyptic genre who have some ideas on useful skills, advantages, disadvantages, etc for such a setting. If you borrow material from somewhere else, please give credit where it is due. Also, anyone who has questions about the setting (so far) or wants to express interest, feel free to do so.
I'm not too familiar with GURPs or Twilight 2013, but going back many, many years I do recall Palladium had a TMNT product called After the Bomb which might have some relevant info that you can salvage. Other than that, what about modern d20 skills? Even the skills listed in the other Palladium books might come in handy for you. Rifts had a pretty extensive list from what I can recall.
What dare draw you from the wondrous and weightless ether of the void?
A first thought?
Sharp in contrast to the dull reality is this contemplation of a trespasser; an intruder.
Something has come to tear you from the womb.
For a moment it seems as if the intruder will subside and the intrusion come to an end. Such a thing is all too soon proved false.
Worse than the coalescing drone of countless words too impossibly twisted to comprehend is the sudden half-light which now begins to also occupy a space within the darkness.
The black fades, becoming a shade of dull umber.
Turning, you try to bury yourself deeper in the void, dig down into the murk and escape what is seeking you.
The light and the sound begin to fade from your perception.
The voices trail off, dispersing in echoes and whispers into nothing.
You drift deeper.
Sleep comes.
You are safe again.
The earsplitting drone of a siren or alarm suddenly bleats mercilessly, sounding strangely distant but thunderously close at the same time. Muffled even as it is, you are shaken and struggle to comprehend where the sound is coming from and how to make it cease.
As your eyes flicker open you are dreadfully aware that you have been expelled from a dream into a nightmare.
You are suspended in a thick, mucous-like fluid; pale amber in color and turbid-looking. You struggle to take hold of your senses and understand what is happening and where you are. Your hands wave in front of you becoming entangled in several elongated, slender black tendrils. The tubes seem to float in the fluid all around you, though their purpose is unknown. Almost at once it dawns on you that you cannot breathe and that you are drowning; reaching up to cover your mouth you feel that there are dozens of the strange, slender tubes running straight into your mouth and down your throat and begin to panic.
Your thrashing and the sound of the fluid sloshing and splashing roars in your ears partially covers the muted and monotone resonance of the voices again. As you kick your legs, you feel a smooth, semi-circular and glassy surface in front of you and even as you are trying to kick your foot through it, you make out the last of the words being spoken:
“….Провал в криогенные резервуары для хранения. Чистка.”
Then, without warning your flesh turns icy cold and you feel yourself dropping like a stone to the ground even as there is a rushing roar of liquid past your ears and gravity suddenly returns to your limbs and body. At once comes sharp pain in your lower extremities; jostling, jarring blows to the back, shoulder and head and then you are lying on something cold, hard and flat; and you are unmoving. Still unable to draw a breath, you labour to bring a near-paralyzed arm upwards, and with one hand begin to tear the tubes from your throat. Once they have been extricated you wretch noisily and violently, feeling heave after heave of thick, bitter liquid expelling from your stomach. Coughing uncontrollably, you rise to your hands and knees, your eyes watering and blind and your body convulsing.
Before too long, you manage to calm your spastic stomach and even stop coughing. Though you are winded, bewildered and frightened; you are alive and you are breathing.
“…Батареи провал. Автоматизированная система закрыта в пятнадцать секунд ....”
Drones the strange voice, sounding much louder than it was before to your still fluid-filled ears. Wiping the slime away from your eyes, you hear the voice come again a moment later:
“…десять...”
There is a brilliant white light all around you wherever you are. Stark and bright and washing out all details not already lost due to the scum and tears in your eyes.
“…пять...”
Even though you can’t comprehend the words, there is something terribly impending about the voice. Your eyes seek the source of the foreign voice, but can yet see nothing.
“…четыре ...”
“…три...”
“…два...”
“…один...”
…and with that, you are once again engulfed in total blackness.
Well, if you want high rolls to be good in The Window, you'll be better off omitting the d30 AND the d20, and use pairs of dice to represent skills above d12. The range between a d12 and a d20 is too great for a high roll = good system. Maybe do it like this:
You're right about the gap between d12 and d20 being too large. I had been working on this problem a bit and had not noticed your response Dean....I wish I had!
I like the approach of mixing the dice, and that is a lot better than assigning a + or - value to an unmixed die roll (aka: the way I was trying to work it out) something like: 2d8 -2....feels cludgy.
You're right about the gap between d12 and d20 being too large. I had been working on this problem a bit and had not noticed your response Dean....I wish I had!
I like the approach of mixing the dice, and that is a lot better than assigning a + or - value to an unmixed die roll (aka: the way I was trying to work it out) something like: 2d8 -2....feels cludgy.
I could be wrong but dont many dice rollers allow you to pick any sided die for example a d3 or a d16 or a d27? If this is so, then a d16 could work generating a number between 1 and 16.
Dice Roll: 1d16
d16 Results: 12 These dice were omitted, altered, or moved: d16
Original Dice: d16
Nice! I guess that's what Dean was getting at when he mentioned to "use the dice codes in this game to roll 1d(any number)" Not sure why I didn't pick up on what he was saying. Well, thanks for pointing that out Blackrazor. Considering this rules-lite system I'm working up is going to be MW-based, I might as well go for the custom dice types.
I'm pretty happy with this as a competency ladder for this system:
Competency Ladder Master (-40)
Dice: 2d12
Elite (-35)
Dice: 2d11
Experienced (-30)
Dice: 2d10
Skilled (-25)
Dice: 2d9
Efficient (-20)
Dice: 2d8
Adept (-15)
Dice: 1d14
Capable (-10)
Dice: 1d12
Competent (-5)
Dice: 1d10
Novice (0)
Dice: 1d8
Incompetent (+5)
Dice: 1d6
Incapable (+10)
Dice: 1d4
The number in brackets is the character point adjustment for taking that competency, since this system will be based on buying skills, advantages and disadvantages similarly to GURPS.
All characters would start at Novice competency with most simple skills. Skills are rolled against Degrees of Difficulty; with more complex actions being more difficult to execute. Note that in most cases, to use any moderate skill (using a weapon, ducking for cover while under fire, etc) a character needs to roll a 5 or better. In this way, incapable characters cannot succeed, incompetent characters are unlikely to succeed and novices have an equal chance of success vs failure.
Test rolls...
Dice Roll: 1d24
d24 Results: 3
Dice Roll: 5d4
d4 Results: 2, 1, 3, 2, 1 (Total = 9) These dice were omitted, altered, or moved: 5d4.4
Original Dice: 5d4.4
Just my two cents, I've always had a problem with using skills in survial type scenarios to find water/food etc. I've found what usually happens is either the party ends up with somebody who finds food/water/ammo every time they search (thus removing the 'resources are incredibly scarce' theme) or nobody is capable of succeeding (requiring lots of GM interference for the game to continue).
In many post apocalyptic (survival) scenarios the main objective will be, 'we are running low on xxx, there is lots of xxx over there, but there is xxx in our way, how do we get it?' Just having somebody roll the ,'get xxx' skill is generally unsatisfying.
Conversly if somebody's character is really good at 'get xxx' skill they get miffed when the mission doesn't allow them to do so
(I know the mission is to get to the water tank past the zombies, but my character has 50 master ranks in 'Find Water', I should be able to find water anyway, boo hoo hoo!)